After ten weeks of play I finally realize I am spelling liche the way GW spells it for Liche Priest not the way the undead creature lich is spelled nearly everywhere else. Oh well.

We had lots of players, but everyone arrived at different times, so we never had more than three games going at any one time.

Fell CargoThe Sea Patrol and Lizards vie to stop the delivery of an ancient artifact to the Liche Lord

The range of vision was six inches for Lizards, twelve inches for elves. To add insult to injury, the Undead crew began their march BEFORE the warbands could move. (John rolled that '6' to activate them on the first turn...)

Since the Undead were moving four inches a turn, the elfs easily beat them to the objective...But the zombies mobbed the elfs and actually took some down! Go zombies!

The killy elf is cutting down pirates, but the Saurus are coming.

The skinks held back.

The elfs broke

The Lizards endured a few waves of zombies before they could break the spell and stem the tide of the dead. Not sure of the cost in blood to either warband. The treasure chest held the evil artifact which was about the only treasure the Lizards got out of the deal as they failed to find any of the usual treasure chest loot.

Thanks Al._________________________________________________________________________________Street BrawlThe Dark Elves, Skaven and Witch Hunters mix it up with lots of bridges

Witch Hunters on turn two...

House on fire is one of my favorite events. Especially if it happens in the middle of the skaven deployment zone.

Dark Elfs outflank us.

I shot the Beastmaster, but I did not shoot no deputy...The Hounds are stupid. For the rest of the game.

Flagellants fight the flankers

The Dark Elves gave up with two heroes down and the flighty Sorceress stuck in the middle of lots of arrows.

Jim L wrote:

Lost game 1

Dead = noneManpower 2, T2 Beastmaster, 6 multiple injuries, out 4 games, pit fight, robbed, so....he won pit fight then I retired him and hired a new one again. None have died but I'm on my 3rd one. And Rastro II the Fell Blade cannot run but may charge. If I had enough gold I'd retire her too.

The Witch Hunters erased the Dark Elf attack (with a few hiccups), but developed REALLY crappy dice against the Skaven. So they fled.A hound and flagellant were killed. Despite the dastardly Skaven's attempts Bunny the Wonderdog lived.

Thanks guys._________________________________________________________________________________The Lost PrinceThe swan song of the Lahmians and Clan Pestilens as played against Merchant Caravan

When we started there were three undead and two skaven warbands in the mix. Real life has whittled us down a bit. Last Thursday the college kids got time off.

Pestilens ended up in the middle again.

The Merchant wagon doesn't dare do much on our tables.

The 'Prince' was apparently a futuristic traveler of time.

The skaven prevented the Merchants from profiting from the time traveler.

kevin wrote:

It was the scenario where you had to escort him of the board, he walked over to me but I routed before he was saved.I had a marksman die, but my thief stole a wagon, ran that thing around and sold it back for full price and a half

Pestilens fought on (with possession of the Prince), but routed before they could kidnap him.

Sadly gainful employment will keep Zach and Jake B from the rest of the campaign. (Cue exit music and evil laughter as the moon sets.)

We'll see who shows up this week. Chris R may return and perhaps John D is back from across the pond... Life is like a box of chocolates.

Quote :

Aw gee, no more gray Skaven!

No. No more primed skaven. There were two warbands, now there is one.

The final battle of last week:_________________________________________________________________________________SkirmishThe Shadowkillers (gray skaven) versus the Mostly Gray Lizards

The Shadowkiller line.

The 'immune to fear' fort of Black Skaven and Assassin.

The Saurus wall hiding by the fort.

The Saurus wall advances slowly past the fort. (March blocked)

The Assassin Adept confronts The Dark Priest (a random event that took down two skaven heroes).

The battle of the Left Flank (if you were Skaven) or The Right (if you were Lizards).

The battle was a regular skirmish until the Dark Priest showed up behind the Skaven. Then it was a night battle (as the Dark Priest summons darkness). The Skaven took offense at the Priest attempting to pass through their line and proceeded to fight a three way battle.

The Dark Priest was eventually taken down at the cost of a few skaven (including the Assassin Adept). The Skaven hung on until store closing to force a tie.

A Nightrunner was captured, but ransomed for 50gc. The Assassin adept suffered a hand injury.

Naw, he's a random event for Al-Haikk that I wanted to use as a subplot to trigger the Mummy that haunts the city. In Al-Haikk he always shows up too late or on the wrong table edge to have any impact on a game (or on a plot). Thursday he showed up at just the right time and place for once. (the Skaven may not think so. In this campaign he triggers a subplot that may result in a raid on the Liche Priest's dungeon lair...)

Now that we are over half way through the campaign, I have finally read the original campaign and have some ideas if I want to do it again.

For example I had expected that a '12' would be really hard to roll even with 11 players playing multiple games. This proves that I have no math skills.

One of the Rules Lawyers aka Cheats from my old war games group rolled an incredible number of sixes. The reason: with really cheap dice, the one side is heavier; so it will tend to be on the bottom of a roll with the six up top.

At "half way through", it sounds like the Winter in Mordheim will last through the Summer...no burning sands or salty pirates.

_________________"I'd NEVER join a club that would have me as a member." Groucho Marx

Thanks Al. Kevin does a good job with them.________________________________________________________________________________The Sword of the HeraldAn oldy scenario reimagined for the Liche Lord campaign. Fought by Lizards, Reiklanders and Dark Elfs

The Headless One joins the Dark Elfs to make them the highest rated scary warband. The poor Reiklanders are out of their depth. The Liche Lord is transporting the Vampire Blade across the city when the cart breaks down. The Undead guards are re-animated casualties from the campaign so far...

Lizards from the west

Reiklanders from the east

The Liche Lords undead servants.

The advance, the cart is there somewhere... Oh its foggy so that's why its hard to see, or something...

The Reiklanders fled with one marksman killed.The Elfs and Lizards fought over the last of the spoils but were thwarted by the continued pressure of dead comrades (If you look close some of those saurus are old Cursed Company undead models and its hard to tell living skinks from dead skinks...'cause they are the same unpainted models). The Elfs and Lizards report that they destroyed the entire list of honored dead zombies (except for the endless warhounds and some extra skinks.)

John K wrote:

Our game went to time! The Lizardmen managed to escape with a big shard of Wyrdstone but we were denied the Vampire Blade that is rightfully mine! A POX ON DARK ELVES! Also, I slaughtered six billionty zombies. That legitimately happened, no need to fact check that. I didn't lose anybody, though.

Thanks Al._________________________________________________________________________________The HeistThe Witch Hunters try to relieve the Sea Patrol of some of their loot. Naturally this does not go well...

There are quite a few thieves operating with one warband or another, especially after the Undead left the city. One owes the Hunters his life, so this sinner was sent to acquire one of the many elven cloaks from the Sea Patrol...

After some initial foolishness with not reading the scenario, we settled in. (I didn't realize until turn 3 or so that we were playing different scenarios due to Chris playing one from memory.) Sadly we also used store terrain without any discussion of how that would affect the game. Do not do this at home.

The Patrol approach a potential hideout.

The pesky elfes with their S3 bows do 4 wounds to Bruder Gottistmittuns (he with the big ax) in 3 shots (well likely 6 shots, but still).

Anna (lower left) shoots back. One elf down.

Eventually my decision to engage the elfs to slow their searching down led to too many casualties for the Witch Hunters. The elfs win without ever glimpsing the thief. Foo!

Bunny the Wonderdog died. It was awful.A couple of elf henchmen were killed, but it wasn't worth Bunny. The elfs find fabulous treasures in exploration.

The thief steels a wagon, but its not the same. Perhaps a graveyard was re-consecrated as well._________________________________________________________________________________Wyrdstone HuntThe Merchants encounter the Hunters of Witches

I had forgotten that Merchants travel with wizards. The Heretics!

The wagon hiding.

Hunters following the hounds.

Wytchfinder Gottlieb was captured by the Roadwarden. Very embarrassing. And expensive.

A couple of mercenary warriors were killed and the Heretic Merchant suffered debilitation of some type.

Kevin uses that model for his Imperial Outrider. If it lives it might show up again..._________________________________________________________________________________The Rise of the Liche Lord--Week Twelve

Week Twelve went on for a bit. Only Chris, Jake and I showed up on the designated meeting day. (Chris R showed up to see what we were up to as well, but didn't plan on staying.) We played a Street Brawl that ended in the death of a Night Runner (Itchy) and the Deep Wounding of Wytchfinder Amadeus (3 GAMES!)

Naturally the Elfs won ('cause of how bad the rats and humans beat each other up.) Rats fled first.Bunny II and a new flagellant were killed. Bunny II was killed by a Black Skaven rat this time. Poor girl didn't even get a chance to bite..._________________________________________________________________________________A Sundayheim Surprise AttackThe Merchants meet the Middenhiemers

The Middenheimers have been passed by by the Liche Lord campaign. They were underdogs. The Knight was mobbed and finally taken down. A couple of Merchant henchmen died._________________________________________________________________________________Week Twelve (take two) Cursed!Since only four of us had played a game the week before, I just counted this past Thursday as the same week...

With the ominous addition that THE CURSE OF THE LICHE LORD suddenly took affect! The Doom Track had advance to 4 after 12 or really 13 weeks of play (this means that no one discovered a way to thwart the Liche Lord in 4 out of 13 weeks).

Naturally some players did not require a Curse to have less than good luck...

The Reiklanders give it up when all the Witch Hunters arrive. One henchman is killed out of the five ooa.

The Hunters win, but lose 2 hounds and a flagellant out of the three ooa... (Not Bunny III though.)_________________________________________________________________________________A SkirmishThe elfs versus lizards

Lizards advance

The big silver thingy represents a Kroxigor

Shooty elfs

Melee!

Lizards make losing noises, a saurus dies. Not sure of anything really.